Version: 2018.3 (switch to 2019.1 )
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Resolving different Sprite Atlas scenarios
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Late Binding

Late Binding is the name of a process in which you load or swap in the desired SpriteA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
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Atlas at run time via the Sprite Atlas API. This is necessary when the build does not automatically load a prepared Sprite Atlas at run time (for example, when no Sprite Atlases are included in the build.

Sprites enumeration at run time

To retrieve the contents of a Sprite Atlas at run time, follow these steps:

  1. Create a custom component that takes SpriteAtlasas a public variable.
  2. Assign a Sprite AtlasA texture that is composed of several smaller textures. Also referred to as a texture atlas, image sprite, sprite sheet or packed texture. Sprite Atlas
    See in Glossary
    to the field.
  3. Enter the Editor’s Play Mode.
  4. Access the variable and call the property .GetSprites to retrieve the array of Sprites packed in the selected Atlas.
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